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TheBestBanana

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  1. Bro this chat is out of control. What part of upcoming changelog elicits discussions about the morality of genocide and total nuclear war.
  2. people in this chat have to chill. It is reasonable to be frustrated at this long of a delay and the promised changes. I think the dev team accidentally backed them selves into a corner by telling us the future change log and the projected release date. because they already stated the change log they couldn't cut anything to make the dead line ,and by telling us the dead line they had to delay to fit every thing that's in the change log. The way they chose to go about this didn't leave any room for unforeseen issues. its clear there were unforeseen issues.
  3. That makes sense. but if that's the actual thickness, then It seems that armor is too light. I know very little about ships but I would imagine adding an inch onto the main belt of a large battleship would weigh more then a couple hundred tons at the best quality. this is based off no real knowledge, just my intuition, so correct me if I'm wrong. PS: after doing some math the game seems pretty accurate. assuming a sq foot of 1 in armor weighs about 40 lbs(a measurement I found on the internet), then 2910 ton main belt could be 18 in thick, 5 yards tall and 179 yards long which makes sense.
  4. I'm confused about the armor system. I think the "sliders" in ship design are actually "normal armor" or RHA equivalent, but I'm not completely sure. the are a few reasons I think this; when choosing higher armor qualities the weight drops dramatically. if the sliders were the actual thickness, then high quality armor is unrealistically light. also, the gun stats seem to only care about armor thickness. I've also seen some people say its RHA equivalence, but I don't know how credible they were. if some one could clear this up that would be great, and if the sliders are for RHA equivalent then it would be cool to have some information on the actual thickness.
  5. without mentioning their crazy pump out rates, torpedoes do a larger % of flooding and hull health for CL and CA then for torpedo boats and DD. although guns do accurately high amounts of damage. this must be a bug.
  6. Having floodable upper compartments would add a lot to the realism and mechanics of the game. It would nerf TBs because a large shell or torpedo hits would open up all three levels. It would also make it so you can actually sink a ship if they aren't broad side. You would have to add something so that it can detect when an upper compartment is under water. The change would help smooth out game play.
  7. I've been playing the campaign for about 13 hours, and I'm confused on how bulkheads work. It seems there are the same number of displayed bulkheads on the damage diagram regardless of the size of the ship or the number of bulkheads option. I assumed that the actual bulkheads existed as you would expect, but the game just doesn't show it on the display. however, some weapons like torpedoes seem to do damage based on the displayed number of bulkheads. as a result smaller craft which have the same number of displayed bulkheads as bigger craft are unrealistically resilient. TLDR: how does damage work and is the high survivability of small craft intentional.
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